Most MMOs today have pretty similar features, some have been improved a lot during the years while others have more or less been the same since Meridian 59. There arre certainly room for improvement in all of them but which one would you improve and why?
A few of them:
Storyprogression: Most games today progress the story with quests to keep the players busy and tell the story of the character and the world they live in. M59 already had a limited version of this but most early games mainly had players go out and kill stuff in the open world without any pointers. A few modern games uses dynamic events to either replace quests or as optional content.
Skill use: Almost all games uses cooldown but a few games have instead had a point system, usually besides the cooldowns for stuff like magic, or in GW2s case for the thiefs combat skills.
Group dynamic: The holy trinity is the standard system but certain games are trying out other ways and some games just lack it altogether.
Crafting: The standard system let you learn a crafting skill by crafting items around your current skill rating. A few had used other systems as well or like GW1 just let a merchant craft things for you if you had the mats and money.
Gathering: Almost all games uses nodes to get certain materials from as well as monster drops. Some also let you get materials from old gear.
Progression: Levels is the standard progression, some games had skills instead that rise with use or in some cases gives you points to place out as you progress (like TSW).
And there are of course plenty of other stuff like player housing, trading, achivements and so on... A bit too many to actually make a poll that would be useful.
Comments
You do need to affect the loot to get the risk Vs reward right of course.
The problem is of course that it do split up the community so you probably need mega servers for it to really work or the game will feel pretty empty.
And yes, you need to tweak the loot too. But that is easily done. Just copy Diablo 3. You literally have infinite scaling of difficulty (greater rifts), and rewards are scaled too.
And yes, you will split up the community. But so what. How many (aside from some here) care about that? As long as you can hit a button and some guys show up for your dungeon, it is fine.
I want to level at my own pace and set my own speed. No more getting rushed through content because the devs want me to grind at endgame, no more tons of grey quests in all the zones before i could finish them.
Let me set my own XP-gain to -90% and crawl through the world so slow that other players whisper me if everything's ok!!
Not sure if that falls under mechanic so pre-apologize.
Difficulty slider in CoH was great!
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https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Story is a framing device for adventure/quests not a game mechanic. quests are a game mechanic.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
PVP bragging rights.. a title that is very difficult to earn or something like the infamy system that Vanguard had (score started at 100 and you took 10% of everyone's score you killed).. not enough MMORPGs have a PVP grind like this.
PVP quests.. ESO is starting to get it right and other MMOs should learn from this... but I think they could be done way better.
real risk vs reward is missing in most MMOs
randonly generated rogue-like content (wandering mobs, loot, resources or maybe even a dungeons layout)
crafting game within a game better than what is out there today, Vanguard was getting it right... and more crafting quests
diplomacy (preferably a game within the game like Vanguard did) and factions with NPC that meant something, like unlocking special PVE content
GM or maybe even player controlled mobs or an AI so good you cannot even tell when they are controlled and mobs that gain experience and get tougher, similar to the original Darkfall but done better
GM events that come and go only once, telling a story and having something fun to do or something cool to compete for... world changing events hopefully.
class that buffs everyones speed faster than a mount (like a bard in Vanguard)
group harvesting benefits and gear
constantly coming up with new loot that is once of a kind (like a necklace that there is only one of, etc.)
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As for classes that buff speed, Anarchy Online has Adventures & Fixers that grant speed buffs. Both Everquest 1 & 2 has various buffing classes like Bards, Druids, Shamans that grant speed buffs.
EQ2 has several crafting quests systems plus gear to help with crafting & gathering. There is a crafting Work Order system with normal and rush orders that can aid your with leveling your crafting level.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
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In fact, a xp slider will also allow those who only like end-game to get there in a jiffy. So both you and them will be happy.
just don't give rewards for running the quest. It is obvious why you shouldn't. If anyone reading this has to ask why. Wow, just wow.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
At same time, I feel that large portions of the world should be able to be owned, and shaped through construction, by players. This will allow players to generate their own content with each other through territorial conquest, treaties, embargoes or just plain old sieges and PVP.
Skill Set: I would like to see a system where a player starts off with a set of initial skills and then, through gameplay, they earn skill points to put towards Attributes, Skills, Character Traits, Special Abilities, Spells... ect. Essentially allow players to build their own characters around whatever play styles suit them. Yes, plural, meaning you shouldn't need 5 different characters to do five different things in the game. As much as I like EVE, I would prefer a system where SP's are earned through play rather than offline with a subscription. Players should have to log in and do something to earn their character experience.
Different armors should effect a players ability to use certain weapons and spells. For instance, all spells should have a somatic and verbal component. You can't move very well in full plate armor, so your spells have a high chance to fail. In cloth robes, however, movement and speech are not constricted, therefore your spells have little chance of failing.
Group Dynamic: The trinity is really one role short. It should actually be four classes. Tank, Healer, DPS and Control. As noted above, a character should be able to be as weak or as strong in their role as they choose. If someone spreads their skills into both tank and healer, then they won't be as good at either in a pure single role sense, but they might be able to solo a lot easier.
A solo PVP'er, for instance, would probably want some tank, some heals and some DPS in order to be self sufficient. Or maybe they want to be tank and DPS and just hope they have enough HP to survive the fight without self heals.
Crafting: I think that the PVE content in the game should feed crafting and crafting should feedback into both PVE and PVP. I think that gear should deteriorate over time and damage meaning that it will always have to be replaced at some point. In certain PVP zones, your gear should randomly drop or be destroyed on death. This way crafters always have something to sell.
Additionally, raids should not be for gear, but for high end crafting materials. If you want some nice higher tier gear to PVP in, then someone has to raid for it. The materials should always correspond to the creature killed. As in there should be many different items that all require different parts of, say, a dragon's body. So you go to raid and you slay a dragon and it drops 500 scales, 20 toenails, 2 eyes, 1 tongue... ect. Each part is needed for a different crafted item and have different values. Scales aren't worth as much on the market as Eyes or Tongues for instance, but of course the market would be player controlled and driven by supply and demand.
Pretty hard to implement with current MMO AIs of course unless your character will just stand in their player owned store, work on their farm and go to sleep during nighttime when you log off but already that would make the game more interesting. I could see a character first working on his field, then go to the market and sell vegetables and finish by going to the tavern and have a beer with other off line characters. It would certainly make the game feel more alive.
There is the question on how much your character should do when you are off, stuff like running dungeons are probably too much.
All we have left are indie companies though. Are you sure you want them to spend the time on doing that? When there are other things they could put their work into? Thats the sad reality we have to be more aware of.
EQ next cancelled.. of course.... fck SOE
fck consoles.
fck WOW
Now take a real look at what we have 2016.. remember what we lost.
NEWS FLASH! "A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore gamer and knew just what to do!" Download my music for free! I release several albums per month as part of project "Thee Untitled" . .. some video game music remixes and cover songs done with instruments in there as well! http://theeuntitled.bandcamp.com/ Check out my roleplaying blog, collection of fictional short stories, and fantasy series... updated on a blog for now until I am finished! https://childrenfromtheheavensbelow.blogspot.com/ Watch me game on occasion or make music... https://www.twitch.tv/spoontheeuntitled and subscribe! https://www.youtube.com/channel/UCUvqULn678VrF3OasgnbsyA
The root "issue" is vertical character/power progression that creates the disparities but at the same time people love it thus it either is not going away or you would need to replace it with something equally enticing - and afk progression ain't filling that spot.
Predictably. This genre is way to predictable. You can log on to most gamea and know what is going to happen. Battles are pretty safe, scales and static. Progression is generic.
I guess what I'm asking is why don't animals and other enemies behave in a similar fashion to how they do IRL? There are all kinds of relationships in an ecosystem, yet no MMO in the last decade or so has even attempted to make their world's ecology seem the slightest bit realistic. In fact, only one MMO I know of has ever tried, period.
Saga of Ryzom's model is far from perfect, but at least they tried! Their monsters move about, carnivores hunt (and even use simple pack tactics, such as ambushes) and even migrate across the map during certain seasons. It gives a sense of legitimacy to the world. Your character may be the star of the story, but the world doesn't care if they die to the first kobold they come across, or slays the evil dragon-wizard and gets the princess. With or without you, the world goes on, and that's something many MMOs just don't bother to address.
Oh, and reskinning lower level monsters, cranking up their stats, and dropping them in the higher level areas needs to stop. I'm actually surprised they haven't resorted to just reversing the names of the lower level mobs for the high level versions yet.
Level five Kobold = level 100 Dlobok.
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